--- Log opened Mon May 16 00:00:15 2011 |
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00:29 | < McMartin> | . |
00:29 | < McMartin> | <application android:label="Snake on a Phone"> |
00:30 | < Vornicus> | heh |
00:30 | | * McMartin is sick of these Motherfucking Snake applications on his Motherfucking Phones! |
00:30 | < McMartin> | Also, this application appears to not run on my phone because my phone does not, I think, have a D-pad. |
00:32 | < simon_> | Snakes on a Phone |
00:35 | < McMartin> | Yup. |
00:36 | < simon_> | sorry, didn't read your XML. :) |
00:37 | | * McMartin is actually trying to write a CCA app, but he's not sure if this or the Lunar Lander sample makes a better template. |
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15:38 | < Vornicus> | gah, brain, no, I do not have the time nor skill to pull that off, stop trying to think of modified lighting models for minecraft with randomly-scattered corners. |
15:39 | < Tamber> | Oh, you know you want to~ |
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15:44 | < Vornicus> | (the difficulty: With randomly-scattered corners, the faces no longer all point the same direction -- so they should change their lighting slightly in accordance. Not much, though - my curent guess gives a 10% change, at most, in location, which gives at most about a 12 degree angle, which gives at most a 3% change in lighting. The problem is that you can't really change the face normals without |
15:44 | < Vornicus> | getting some effects that screw up the way light works in minecraft in general.) |
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16:11 | | * Vornicus actually redoes that math. 11.48 degrees, and an exactly 2% change, maximum, in lighting. |
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16:18 | < Vornicus> | ...huh, weird. |
16:20 | | celticminstrel [celticminst@1526F6.37AB0D.97233B.788A64] has joined #code |
16:45 | < gnolam> | What's weird? |
17:06 | < AnnoDomini> | http://www.wykop.pl/link/741541/algorytm-grajacy-w-mario/ |
17:12 | < Reiver> | Derakon should see that. |
17:12 | < Reiver> | He's wrestled with such algorathms in the past. |
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20:09 | < Vornucopia> | Oh oh oh I see how to do this now. |
20:11 | < Vornucopia> | So what I actually would do is have six lights - one from each cardinal 3d direction - and each poly only gets light from one of them. Then to change the incident light level I use a poly color other than white. (in opengl your thing gets its light level from its "color" and the local lights; then the texture gets applied, multiplied by that light level.) |
20:12 | < Vornucopia> | This keeps the original Minecraft lighting mechanics and still makes the lighting vary a bit with the roughness. |
20:14 | < celticminstrel> | Wait, what are you doing? |
20:14 | < Vornucopia> | (you have to make sure that each light only hits one set of sides because otherwise you get an up-to-10% increase in light from being hit side-on.) |
20:15 | < Vornucopia> | So I had this crazy idea. |
20:16 | | Kindamoody|out is now known as Kindamoody |
20:16 | < Vornucopia> | What if instead of always being perfect cubes, minecraft rendered the cubes slightly off kilter. |
20:17 | < celticminstrel> | Um, okay? |
20:17 | < Vornucopia> | With each corner offset a little bit (no more than 10%) from where it should be. |
20:19 | < Vornucopia> | The effect however isn't really visible on "flat" surfaces except through some minor distortion of the texture; thus, a small lighting change becomes useful. |
20:24 | < Vornucopia> | But the lighting change from being off kilter like that is a 2%-or-less drop from straight-on lights... and a 10% /gain/ from side-on lights. |
20:26 | < Vornucopia> | If minecraft light worked on actual occlusions this would be easier. |
20:29 | < Vornucopia> | (because then light could simply originate from wherever it, you know. originates from.) |
20:34 | < Vornucopia> | I'm actually not sure which would be better, really. |
20:34 | < Vornucopia> | or or or. |
20:35 | < Vornucopia> | what if the light comes from the direction that is toward increasing brightness. |
20:38 | < Vornucopia> | ...would actually make the sides of any hole really dark. |
20:40 | < Vornucopia> | not that the smooth lighting doesn't make small holes really dark already. |
20:48 | < Vornucopia> | Meh. It's all masturbation until I get around to actually rendering anything. |
20:50 | < Vornucopia> | (but the point is for it to look something like this: http://tech.mit.edu/V117/N53/dungeonkeeper.53.gif ) |
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21:09 | | * Vornucopia thinks about the euclidean algorithm. |
21:21 | < gnolam> | I prefer the non-Euclidean algorithm. Much better at finding the Greatest Cthulhian Divisor. |
21:22 | < Vornucopia> | >_< |
21:32 | < Vornucopia> | So I was thinking about how you could actually pull out powers of 2 (and 5, if you're a human instead of a computer) relatively quickly, which allows you to possibly find the gcd faster. Take for instance 599/919; the first remainder is 320, which you can pull out 64 (or 320, if you're human) from quickly, and then you're left with 599/5 or 599/1 and you're practically done instead of fighting with it for another 5-6 divisions. |
21:36 | < TheWatcher> | Argh, language clash |
21:36 | < Vornucopia> | ??? |
21:37 | < TheWatcher> | Interesting fact: gcc can't compile perl code! |
21:37 | < Vornucopia> | ...no it can't! |
21:38 | < TheWatcher> | (spent all afternoon writing perl, apparently my brain hasn't caught up to the fact that I'm now writing C) |
21:41 | < Tamber> | -chuckles- |
21:42 | < Vornucopia> | But yeah I've done that many a time. |
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22:48 | | * TheWatcher wonders if there's an emacs script that will convert lines containing only spaces into empty lines on saving... |
22:49 | < jerith> | Probably a couple of lines of elisp. |
22:49 | < Tamber> | Of course there is. (I don't know where, or who wrote it, and haven't even seen it; but, if experience bears out...) |
22:49 | < Tamber> | ;) |
22:49 | < jerith> | Personally, I prefer to just highlight trailing whitespace and fix it by hand. |
22:50 | < TheWatcher> | heh, delete-trailing-whitespace will do it, I just need to hook it into the save |
22:51 | < TheWatcher> | http://www.emacswiki.org/emacs/DeletingWhitespace#toc3 >.> |
22:54 | < jerith> | Perl and emacs. TheWatcher is walking a very fine line between madness and insanity. |
22:55 | < Tamber> | ...so, no change from normal, then. |
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--- Log closed Tue May 17 00:00:31 2011 |